I guess you could argue that if you give away your tank that way, you didnt support it well enough, since you have absolutely no AT around to destroy it. I still would prefer a change in the mechanic, if you make it immobilized until its repaired to 75%, the player who can get a stronger force to the point of the abandoned vehicle would come out on top, which could happen if you overextended or not. since you have to react to either destroy or reclaim it I would say its a fair deal. even if you overextended the immobilize would give you a good chance to at least destroy it.
i think removing it would be a mistake, since stealing an enemy vehicle is a very nice experience in this game. i still remember my stolen (very overextended) crocodile, when it was new to the game. it was very nice to see the brits burn after having lost countless troops to it. Every battle tells a story (harhar)
To Abandon or not to Abandon
5 Dec 2015, 22:26 PM
#41
Posts: 19
5 Dec 2015, 23:02 PM
#42
Posts: 239
Whatever the intention of this mechanic, be it to punish over extension by possibly handing over a vehicle to your opponent or to reward your own quick actions to recover yours or an opponents vehicle, my opinion is this:
This is far too influenced by random chance to have any place in competitive (coh2lol) gaming.
In alot of cases tank battles come down to the wire, and players will make a calculated choice to stay and get that last shot off to ensure a trade on their opponents vehicles; Why should this be punished by the chance that you instead decrew your opponents vehicle while losing your own and are left with no follow up to destroy it? Now you're left with no tank, your opponent is able to recover his/hers, and what should of been a trade is instead a loss on your end. I don't believe that instances like this come down to who is more skilled but instead who is more lucky. There is already alot of RNG involved in CoH2 and some of it is seemingly necessary, but abandonment has never felt like a feature it couldn't do without.
PLS SCRAP FROM AUTOMATCH.
This is far too influenced by random chance to have any place in competitive (coh2lol) gaming.
In alot of cases tank battles come down to the wire, and players will make a calculated choice to stay and get that last shot off to ensure a trade on their opponents vehicles; Why should this be punished by the chance that you instead decrew your opponents vehicle while losing your own and are left with no follow up to destroy it? Now you're left with no tank, your opponent is able to recover his/hers, and what should of been a trade is instead a loss on your end. I don't believe that instances like this come down to who is more skilled but instead who is more lucky. There is already alot of RNG involved in CoH2 and some of it is seemingly necessary, but abandonment has never felt like a feature it couldn't do without.
PLS SCRAP FROM AUTOMATCH.
5 Dec 2015, 23:06 PM
#43
1
Posts: 154
God the more shiet relic removes from this game to make it less rng the more I stop playing it. Why does the community continue to ruin this game, it will never be esports. Get over it and play it for what it is, a fun video game that stands apart from other garbage RTS games.
6 Dec 2015, 00:17 AM
#44
Posts: 403
God the more shiet relic removes from this game to make it less rng the more I stop playing it. Why does the community continue to ruin this game, it will never be esports. Get over it and play it for what it is, a fun video game that stands apart from other garbage RTS games.
E S P O R T S
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remember kids, if you want to have fun you should do things you have no control over, like gambling, hearthstone or russian roulette. Confirmed info from m00
6 Dec 2015, 00:37 AM
#45
Posts: 621
It is a horrendous feature that doesnt belong in CoH2 it discourages players to take risks with their units either because the enemy vehicle will be abandoned or yours it does not belong in automatch at all
Saying that you are already taking a risk cause there is a penetration chance as well as the possibility to miss but these factors are controllable by moving CLOSER to the enemy vehicle increasing your chance to hit and penetrate it
But you have no control at ALL with vehicle abandonment it either happens or it doesn't and in whos favour is up to the game none of the players have control over it and that's why it should be removed
Terrible feature that just makes players afraid to risk their vehicles in daring flanks and provides a terrible experience to the player on the receiving end, it factors heavily into the outcome of the match and it doesnt even account the skill of the opposing players
Saying that you are already taking a risk cause there is a penetration chance as well as the possibility to miss but these factors are controllable by moving CLOSER to the enemy vehicle increasing your chance to hit and penetrate it
But you have no control at ALL with vehicle abandonment it either happens or it doesn't and in whos favour is up to the game none of the players have control over it and that's why it should be removed
Terrible feature that just makes players afraid to risk their vehicles in daring flanks and provides a terrible experience to the player on the receiving end, it factors heavily into the outcome of the match and it doesnt even account the skill of the opposing players
6 Dec 2015, 01:41 AM
#46
Posts: 2742
Because abandonment is completely random, (although I swear it happens the most when a tank is unsupported in enemy territory.) Abandonment needs to be reworked to allow for some method of player control to in some manner, predictably cause (or prevent) abandons.
As it stands I feel that the abandon crit is most appropriate for units like the kubelwagen. (What I really mean is that abandonment seems like it was an attempt to tackle the bike/jeep pushing issue. Back in vCoH I always wished I could just shoot the stupid driver and take his vehicle when my squads were being pushed around.)
As it stands I feel that the abandon crit is most appropriate for units like the kubelwagen. (What I really mean is that abandonment seems like it was an attempt to tackle the bike/jeep pushing issue. Back in vCoH I always wished I could just shoot the stupid driver and take his vehicle when my squads were being pushed around.)
6 Dec 2015, 01:44 AM
#47
Posts: 1891
On light vehicles and TDs I don't mind because adding one to your opponents isn't always a plus for them.
9 Dec 2015, 08:09 AM
#48
Posts: 951
I would say that this should be kept, but heavily modified.
1) It needs to be predictable: I suggest that vehicles can only be abandoned if they have been critically damaged TWICE (i.e. heavy engine damage and main gun destroyed/ heavy engine damage and immobilized/ immobilized and main gun destroyed).
2) Players shouldn't be able to put abandoned vehicles back in action so quickly. I suggest a requirement that forces players to FULLY REPAIR the abandoned vehicle before they can hop into it. Doesn't apply to USF vehicles that had their crews out intentionally.
3) Players should pay a fuel price to fix abandoned vehicles. I suggest 50FU, just like in the Ardennes Assault campaign.
1) It needs to be predictable: I suggest that vehicles can only be abandoned if they have been critically damaged TWICE (i.e. heavy engine damage and main gun destroyed/ heavy engine damage and immobilized/ immobilized and main gun destroyed).
2) Players shouldn't be able to put abandoned vehicles back in action so quickly. I suggest a requirement that forces players to FULLY REPAIR the abandoned vehicle before they can hop into it. Doesn't apply to USF vehicles that had their crews out intentionally.
3) Players should pay a fuel price to fix abandoned vehicles. I suggest 50FU, just like in the Ardennes Assault campaign.
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